Claiming extra rewards
The minimum requirement for each prompt is listed in the description, and prompts automatically reward the minimum value. If completing the minimum requirement, you do not need to complete any extra steps.
However, if you complete bonus work ON TOP OF the minimum requirement, you must include a bonus reward breakdown in the submission comments to claim your extra rewards. Steps are listed below!
How-to claim bonus rewards
1. In the comments, list the base reward at the top. For example, if a prompt offers 150 wisps for 1 fullbody, the base is 150 wisps. Note that whatever the prompt reward is listed as is the base, for example, some prompts may offer an item as the base instead of 150 wisps. In these instances, you get the item add-ons are only added on to that item and not 150!
2. List and label any bonuses below. For example, if you drew an extra fullbody, you would say 'Extra fullbody: +100 wisps'
3. Total up all of the wisps at the very bottom. For example, the total for the above wisps would be 'Total: 250 wisps'
4. In the rewards section, add the extra rewards to your submission. Do NOT add the base reward, this is automatically included!
breakdown Examples
Prompt requirements: 1 fullbody. Base reward is 150 wisps.
You drew 1 dynamic fullbody with a simple background + 2 pets. You would write the following in the prompt comments:
Base: 150 wisps
Dynamic pose (stronge line of action, physical exertion): +100 wisps
Simple BG: 250 wisps
2 pets: 80 wisps (40 ea.)
Total: 580 wisps
Prompt requirements: 500 words. Base reward is 150 wisps.
You wrote 1000 words (500 extra words). You would write the following in the prompt comments:
Base: 150 wisps
+250 words x2: 200 wisps (100 ea.)
Total: 350 wisps
Refer to the below sections for bonus values!
art values
General requirements
1. Effort should be put into each and every piece. Mods reserve the right to reject a submission if they feel that the player is farming (submitting rushed, unpolished pieces that are lower quality than normal to earn more currency)
2. The focus character must be an existing Faian (CN, LM, TR, RU) character, and the focus character must fulfill the minimum art requirement. For example if the minimum requirement is 1 flat fullbody, and the focus character is character A, at least 80% of character A must be visible even if you fulfill the minimum requirement with character B.
3. All characters (and pets) drawn must be recognizable as themselves.
4. Parts of the character that are obscured by intense shadow, intense lighting, or items do not count towards the visible percentage.
5. As a minimum, flat coloring is required for all submissions unless stated otherwise. The coloring should be clean and within the lines (if applicable) unless stated otherwise (ex. exceptions are the Messy prompt, or messy-ish coloring as a clear and reasonable artistic choice).
6. Traditional art is allowed, but the submitted photo of the piece must be clear. Scanned images are preferred.
Art values
Bust: 50 wisps [character is only visible from the chest up]
Halfbody: 75 wisps [at least 50% of the character must be visible]
Onbase Art (first submission counts as regular): 1/3 regular value, rounded to the nearest multiple of 5 [can only be submitted if the base is by you]
*the above values are only eligible to be submitted for general artwork, not prompts. The typical minimum req for prompts is a flat fullbody. Keep in mind artwork that surpasses the requirements of one category is still in that category until it reaches the requirements of the next! For example, a piece with 70% of the character visible counts as a halfbody, but once it hits 80%, it qualifies as a fullbody.
First (flat) fullbody: 150 wisps [at least 80% of the character must be visible]
Extra (flat) fullbody: +100 wisps [at least 60% of the character must be visible]
Pet: +50 wisps [at least 80% of the pet must be visible], maxiumum of 5 pet bonuses (but you can draw more!)
Dynamic pose: +75/100 wisps [reqs below]
Simple background: +250 wisps [reqs below]
Complex background: +350 wisps [reqs below] - cannot be stacked with simple BG
. . .
Dyanamic pose [+75/100 wisps]
Note: A minimum of a colored fullbody is required to achieve this bonus.
+75 wisps for Lumendras and Tortuvinas, +100 wisps for Candle Noodles and Ruptours (due to the greatly differing complexity of anatomy).
Requirements: at least 2 out of the following 3 factors. When submitting artwork for this bonus, please specify which 2 factors in the comments.
[FACTOR 1] Strong Line of Action: The line of action is a clear, exaggerated curve (like an S, C, O, U). This can be found by visually tracing the spine or core action of the character. In essence, the character is not simply standing straight. Note that just posing the tail to create a curve is NOT enough to fulfill this factor; if the body does not already form a strong curve by itself, adding on a curved tail will not make it qualify.
[FACTOR 2] Mid-Motion or Implied Motion: The character is in the middle of an action or clearly about to start/end an action, rather than standing still or posing. Examples of mid-action could include mid-jump, mid-attack, etc. Examples of implied motion could include the build up of an action, such as raising a sword about to strike, or the follow-through of an action, such as a character landing from a jump, knees bent and hair still flying due to gravity. Hair, fur, accessories, etc. should be affected by the wind generated by the action.
[FACTOR 3] Physical Exertion or Resistance: The character's body is braced, contorted, or straining as they exert significant force or resist an external force. Examples of this could include the character pushing against something immovable, pulling something that is heavy or moving away, lifting a heavy object, etc. Note that the pose should show visible strain.
EXAMPLE A (Left): This piece qualifies for the dynamic pose bonus, as it exhibits both Factor 1 (strong line of action) and Factor 2 (mid-motion). The character is mid-jump, which fulfills the mid-motion requirement. The line of action can be found by tracing the flow of the character's pose, and it is a strong, (backwards) C curve. Note that even without the shape of the tail, the line of action already forms a strong upside-down U curve.
EXAMPLE B (Center): This piece qualifies for the dynamic pose bonus, as it exhibits both Factor 1 (strong line of action) and Factor 2 (implied motion). The character is visibly about to sneeze, which fulfills the implied-motion (build up to the action) requirement. The line of action can be found by tracing the flow of the character's pose, and it is a strong, curved swoop. Note that even without the shape of the tail, the line of action already forms a strong, Z-shaped curve.
EXAMPLE C (Right): This piece does not qualify for the dynamic pose bonus, as it only exhibits Factor 3 (physical exertion). The character is struggling to pull a pear off of a tree branch, thus fulfilling the physical exertion requirement. However, their pose does not create a strong, fluid line of action, and there is no motion being shown.
Simple background [+250 wisps]
Note: "Simple scene" = 1 fullbody [at least 70% of the character must be visible] on a simple background.
Requirements: Shading, lighting, at least 2 planes, at least 2 background aspects, detailed enough to look like an environment.
EXAMPLE A (Left): This piece does not qualify for simple background. It has a total of 1 plane and 3 background aspects. The background aspects are: (1) the willow tree, (2) the flowers, and (3) the rocks.
EXAMPLE A NOTES
- Not enough of the character is visible (focus character must be at least ~70% visible).
- Although clouds are implied, they are not rendered/detailed enough to count as a background aspect.
EXAMPLE B (Right): This piece qualifies for simple background. It has a total of 2 planes and 5 background aspects. The background aspects are: (1) the lanterns on the wall and hanging from the desk structure, (2) the desk structure, (3) the chair, (4) the papers on the desk, (5) the inkwell on the desk.
EXAMPLE B NOTES
- Neither the wall nor sky (visible through the window) count as background planes. However, the mountains that can be seen through the background do count as a background plane.
Complex background [+350 wisps]
Note: "Complex scene" = 1 fullbody [at least 70% of the character must be visible] on a complex background.
Requirements: Shading, lighting, at least 3 planes, at least 4 background aspects, detailed enough to look like an environment.
EXAMPLE A (Left): This piece qualifies for complex background. It has a total of 3 planes and 5 background aspects. The background aspects are: (1) the blue crystals on the foreground rocks, (2) the repeating gold veins throughout the piece, (3) the lava pool, (4) the rocks scattered throughout the background plane, and (5) the volcano.
EXAMPLE A NOTES
- Repeating things are grouped together; for example, the 5 blue crystals in the foreground count as ONE aspect, not one aspect per crystal.
- The birds in the sky do not count as a background aspect, as they are not detailed enough.
- Although clouds are implied, they are not rendered/detailed enough to count as a background aspect.
EXAMPLE B (Right): This piece qualifies for complex background. It has a total of 3 planes and 7 background aspects. The background aspects are: (1) the inkwell and quill pen, (2) the moon decoration, (3) the papers, (4) the two books in the midground plane, (5) the pink stool, (6) the flowers scattered on the floor, and (7) the door in the background plane.
EXAMPLE B NOTES
- In interior pieces, the wall does NOT count as a background plane. Here, the bookshelf is essentially acting as the background plane, because it is a layer between the desk (midground) and the wall, and it is large enough to convey depth and be a layer rather than just an object.
- The desk is acting as the midground plane (it is essentially the 'ground' in outdoor pieces), and the bookshelf is acting as the background plane. Neither count as background aspects.
- It is ok for foreground items to be blurred, as long as they are still distinguishable as what they are. In this piece, the items in the foreground were rendered first before being blurred, so you can tell they are a lantern and a water... orb?
- Foreground items must be large enough and take up enough space to give a sense of them being closer to the 'camera'.
Plane: Background, middleground, foreground. Planes are visual areas used to create depth in artwork; essentially the 'layers' in a piece! Each plane must be large enough to convey depth; for example, one tree in the background does not qualify as a plane, but a forest in the background does. And in terms of the foreground plane, it must be large enough to convey a sense of being closer to the 'camera'. Note that the SKY/WALL does NOT count as a background plane. Additionally, something that is being counted as a background aspect cannot also count as a plane (ex. a big tree in the foreground can only count as a plane or aspect, not both). Here are some plane examples!
Background Aspect: Examples include trees, flowers, bushes, signpost, furniture, etc. Background aspects are essentially the extra objects in the piece! A background aspect must be colored, and must be detailed enough to be distinguishable as what it is. Characters and things being counted as a plane cannot also be counted as an aspect ex. mountains that would count as the background plane cannot be an aspect).
Celestial Bodies: Celestial bodies refer to things in the sky, such as clouds, stars, the moon, etc. These all count as ONE background aspect together! For example, this would be incorrect: "clouds = aspect 1, stars = aspect 2, moon = aspect 3" - instead, it would be "celestial bodies (clouds+stars+moon) = aspect 1)"
Animation values
Animation can be applied to any size of art piece, even busts, as long as the focus character is animated! Although as most prompts require a fullbody at minimum, you will need to animate on a fullbody at minimum!
To count as an animation, there must be at least 3 frames. When submitting an animation to a prompt (all prompts except for kelp coin prompts are eligible), the base wisp reward of that prompt determines the base animation value. Here is the formula (all info can be found below):
Total Wisps = [(I. Base Animation Value) * (II. Animation Complexity Multiplier) * (III. Frame Multiplier)] + Background Bonus (if applicable)
I. Base animation value
BASICS: When submitting animation to a prompt, the Base Animation Value is the total base reward for the character component of that prompt including the elevated prompt bonus, before any separate background or dynamic pose bonuses are added. Dynamic pose or background bonuses should NOT be included in this value (only factor in the size of the art that is animated, ex. fullbody, bust, halfbody)!
STATIC CONTENT, CHARACTERS: Additional characters must be animated to the same level (ex. both characters at simple movement) as the focus character. The only exception is if the focus character exhibits complex movement, the additional characters only need to exhibit moderate movement to qualify. They must be at least 60% visible. If any of these conditions aren't met, they are considered static and excluded from the base animation value (added back in at the end).
STATIC CONTENT, PETS: Pets must exhibit at least moderate movement (info below in the animation complexity multiplier section), to be included, since they're simple-shaped. Otherwise, they are considered static and excluded from the base animation value (added back in at the end).
ELEVATED PROMPT BONUS: Some prompts include an inherent elevated wisp value that makes any art submitted more valuable than the standard values listed above in the art values section. For example, bulletin board prompts are worth 180 wisps for a fullbody, which is typically worth 150 wisps (bonus of 30 wisps).
Example 1 (standard)
Prompt requirements: 1 fullbody. Base reward is 150 wisps.
Your animation includes 1 fullbody (prompt req) and 1 animated pet (worth 50 wisps).
Your base animation value = 150 + 50 = 200 wisps. The pet is animated significantly, so it is added into the base value.
Example 2 (elevated prompt bonus)
Prompt requirements: 1 fullbody. Base reward is 180 wisps (150 for fullbody + 30 bonus).
Your animation includes 1 fullbody (prompt req).
Your base animation value = 180 wisps, NOT 150 wisps!
Example 3 (background reqs)
Prompt requirements: 1 simple scene. Base reward is 400 wisps (150 for fullbody + 250 for simple scene).
Your animation includes 1 simple scene (prompt req) with 1 animated fullbody and 1 static fullbody (extra char worth 100 wisps).
Your base animation value is 150 wisps. You do NOT calculate the BG bonus or value of the static character (since it is not animated) into the base animation value, they will both be added on later!
Example 4 (background reqs + elevated prompt bonus)
Prompt requirements: 1 complex scene. Base reward is 550 wisps (150 for fullbody + 350 for simple scene + 50 bonus).
Your animation includes 1 complex scene (prompt req) with 1 animated fullbody.
Your base animation value is 550 - 350 = 200. You subtract the BG bonus, as it will be added in later, but you keep the 50 wisp bonus base reward in your base animation value.
II. animation complexity multiplier
This multiplier takes into account the type and complexity of the animation (how much movement, how intricate the movement).
[ Multiplier = 1.2 ] Minimal Movement or Wiggle: Wiggle animations are essentially when the character doesn't move but the lineart is redrawn, giving the piece a jittery effect. Minimal movement includes animations that don't noticeably move any part of the body, such as blinking, smiling, subtle breathing, twitching, etc.
[ Multipler = 1.5 ] Simple Movement: Basic movement in one or two parts of the body. "Body" refers to the head, ears, limbs, and tail: Lumendra lanterns and Candle Noodle flames are not considered part of the body for animation, and thus, only animating the lantern/flame does not qualify for simple movement. Examples of acceptable simple movement include simple gestures such as waving, head turns, tail wags, nodding, etc.
[ Multipler = 2 ] Moderate Movement: Significant movement in multiple parts of the body with more fluid or dynamic actions. Examples include walk/run cycles, spinning around, jumping, lying down, etc.
[ Multipler = 3 ] Complex Movement: Full-body dynamic movement, intricate and highly expressive actions. Examples include combat scenes, dancing, transformation, moderate movement plus a changing 'camera' angle, etc.
III. Frame multiplier
This multiplier accounts for the number of unique frames in the animation. To count as a frame, it must be visually distinct from the previous frame in a way that contributes to the animation's movement or change. Moving holds (when the character does not noticeably move at all, only with subtle animation such as breathing or blinking) do not count as individual frames. The frame multiplier automatically = 1.1 for minimal movement or wiggle animations.
Calculating the Frame Multiplier: Start with a multiplier of 1 for the first unique frame (same value as a static art piece). For each additional unique frame, add 0.1 to the multiplier.
FRAME MULTIPLIER FORMULA: 1 + ((total unique frames - 1) * 0.1)
[ 2 frames ] 1 + (1 * 0.1) = 1.1
[ 5 frames ] 1 + (4 * 0.1) = 1.4
[ 10 frames ] 1 + (9 * 0.1) = 1.9
The formula
Now, we piece everything together! Any static pets that were not animated/included in the base animation value are added back at this stage. The background bonus is also added back in at this stage. Note that the dynamic pose bonus is not eligible to be added for animations, as the dynamicity of the character is factored into the animation complexity multiplier.
Total Wisps = [(I. Base Animation Value) * (II. Animation Complexity Multiplier) * (III. Frame Multiplier)] + Static Content Bonuses (if applicable) + Background Bonus (if applicable)
Example 1 (static pet)
Prompt requirements: 1 fullbody. Base reward is 150 wisps.
Your animation has 7 frames and includes 1 fullbody and 1 pet. The character is watering flowers with a watering can in their mouth by tilting their head to the side. The pet is sitting on their back, and raises its arms in celebration.
I. Base Animation Value = 150 wisps. The pet does not move enough to be considered animated.
II. Animation Complexity Multiplier = 1.5. The head movement qualifies as a simple movement.
III. Frame Multiplier = 1.6. Formula for this can be found above.
Static Content Bonus = 50 wisps (from the pet).
Total Wisps = [(150) * (1.5) * (1.6)] + 50 = 410 wisps.
Example 2 (elevated prompt bonus)
Prompt requirements: 1 simple scene. Base reward is 450 wisps (150 for fullbody + 250 for simple scene + 50 bonus).
Your animation has 15 frames and includes 1 fullbody in a simple scene. The character is gleefully spinning in circles, and the 'camera' is also spinning around them.
I. Base Animation Value = 450 - 250 = 200 wisps. The elevated prompt bonus of 50 wisps is included.
II. Animation Complexity Multiplier = 3. While spinning is moderate movement, the addition of the angle change makes it complex.
III. Frame Multiplier = 2.4. Formula for this can be found above.
Background Bonus = 250 wisps.
Total Wisps = [(200) * (3) * (2.4)] + 250 = 1690 wisps.
Example 3 (wiggle with animated pet)
Prompt requirements: 1 fullbody. Base reward is 150 wisps.
Your animation has 5 frames and includes 1 fullbody plus 1 pet in a complex scene. The character is sleeping and softly breathing as they snore. The pet is frantically flying around the character's head.
I. Base Animation Value = 200 wisps. The pet bonus is included, as it moderate movement by flying. The BG bonus is always excluded.
II. Animation Complexity Multiplier = 1.2. The subtle breathing qualifies as minimal movement.
III. Frame Multiplier = 1.1. Frame multiplier automatically = 1.1 for minimal movement or wiggle animation.
Background Bonus: 350 wisps.
Total Wisps = [(200) * (1.2) * (1.1)] + 350 = 614 wisps.
Example 4 (extra characters)
Prompt requirements: 1 fullbody. Base reward is 150 wisps.
Your animation has 9 frames and includes 3 fullbody characters. Two characters are walkting towards each other in sync, and both are completely unobscured at all times. The third character is sitting on the sidelines, watching while rolling their eyes repeatedly.
I. Base Animation Value = 250 wisps (150 for fullbody + 100 for extra fullbody). While the third character does move, they exhibit minimal movement while the focus characters exhibit moderate movement, so they are considered static.
II. Animation Complexity Multiplier = 2. Walking qualifies as moderate movement.
III. Frame Multiplier = 1.8. Formula for this can be found above.
Static Content Bonus = 100 wisps (the third character).
Total Wisps = [(250) * (2) * (1.8)] + 100 = 1000 wisps.
Writing values
General requirements
1. The focus character must be an existing Faian (CN, LM, TR, RU) character, as well as the 'main character' of the literature and important to the plot of the writing.
2. All written works will be run through an AI checker. DO NOT USE AI.
3. You may not add meaningless text for the purpose of inflating the word count. Examples include excessive adjectives, excessive dialogue, excessive counting, huge lists, etc.
Writing Values
[TYPICAL BASE] 500 words: 150 wisps
+500 words: +100 wisps, up to a maximum of 2500 words total. You can write more, you just won't earn wisps!
Note: extra words must be on top of the maximum base range. For example, if the base minimum is 500 words, extra words must be on top of 500 words.